<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">
</body>
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
<script src="js/ThreeBSP.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
    var renderer;

    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias: true});
        //renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); //设置背景颜色
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
    }

    var camera;

    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
        camera.position.set(0, 200, 500);
    }

    var scene;

    function initScene() {
        scene = new THREE.Scene();
    }

    var light;

    function initLight() {
        scene.add(new THREE.AmbientLight(0x404040));

        light = new THREE.DirectionalLight(0xffffff);
        light.position.set(1, 1, 1);
        scene.add(light);
    }

    function initModel() {

        //轴辅助 （每一个轴的长度）
        var object = new THREE.AxesHelper(500);
        scene.add(object);

        //创建球形几何体
        var sphereGeometry = new THREE.SphereGeometry(50, 20, 20);
        var sphere = createMesh(sphereGeometry);

        //创建立方体几何体
        var cubeGeometry = new THREE.BoxGeometry(30, 30, 30);
        var cube = createMesh(cubeGeometry);
        cube.position.x = -50;

        //生成ThreeBSP对象
        var sphereBSP = new ThreeBSP(sphere);
        var cubeBSP = new ThreeBSP(cube);

        //进行并集计算
        var resultBSP = sphereBSP.subtract(cubeBSP);

        //从BSP对象内获取到处理完后的mesh模型数据
        var result = resultBSP.toMesh();
        //更新模型的面和顶点的数据
        result.geometry.computeFaceNormals();
        result.geometry.computeVertexNormals();

        //重新赋值一个纹理
        var material = new THREE.MeshPhongMaterial({color: 0x00ffff});
        result.material = material;

        //将计算出来模型添加到场景当中
        scene.add(sphere);
        scene.add(cube);
        scene.add(result);

    }

    //生成模型
    function createMesh(geom) {

        //设置当前的模型矩阵沿xy轴偏移，让图片处于显示中心
        //geom.applyMatrix(new THREE.Matrix4().makeTranslation(-250, -100, 0));

        // 创建法向量纹理
        var meshMaterial = new THREE.MeshNormalMaterial({
            flatShading: THREE.FlatShading,
            transparent: true,
            opacity: 0.9
        });

        //  创建一个线框纹理
        var wireFrameMat = new THREE.MeshBasicMaterial({opacity: 0.5, wireframeLinewidth: 0.5});
        wireFrameMat.wireframe = true;

        // 创建模型
        var mesh = new THREE.Mesh(geom, wireFrameMat);

        return mesh;
    }

    //初始化性能插件
    var stats;

    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转，右键按住平移，滚轮缩放
    var controls;

    function initControls() {

        controls = new THREE.OrbitControls(camera, renderer.domElement);

        // 如果使用animate方法时，将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = false;
        //设置相机距离原点的最远距离
        controls.minDistance = 20;
        //设置相机距离原点的最远距离
        controls.maxDistance = 10000;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    //生成gui设置配置项
    var gui;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        gui = {

        };
        var datGui = new dat.GUI();
        //将设置属性添加到gui当中，gui.add(对象，属性，最小值，最大值）
    }

    function render() {
        renderer.render(scene, camera);
    }

    //窗口变动触发的函数
    function onWindowResize() {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize(window.innerWidth, window.innerHeight);

    }

    function animate() {
        //更新控制器
        controls.update();
        render();

        //更新性能插件
        stats.update();
        requestAnimationFrame(animate);
    }

    function draw() {
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();
        initGui();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>